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Long time no update...
Posted on 10/17/2013 10:17:30 by StapleButter
Lots of things have been going on since the last blog post.

First of all, the SNemulDSP experiment is done. It turned out to be successful. I've been able to not only successfully integrate SNemulDS's DSP code, but also improve it a bit. Sound output is finally stable and at the right pitch, and I also added linear interpolation. It doesn't sound as good as the real thing, but it's pretty good already.

Sadly, this tends to come at the expense of performance. I'll probably make interpolation optional, and also give an option to lower the sampling frequency to 24KHz instead of 32KHz. I also don't believe the ARM7 will be able to handle any better interpolation without a dramatic performance hit.

On the graphics side, progress is being made too. More video modes are supported, among which, mode 7. HDMA is still not supported, though.

Mode 7 is implemented in such a way that it is possible to switch to/from it at any time with about no performance hit. This is particularly useful for games that use mode 7 combined with another mode, like SMW's boss rooms.

I've also been fixing bugs with the VRAM mapping handler, fixing several cases of missing or corrupt graphics. For example, Earthbound no longer has those weird stripes in its background, and Super Puyo Puyo now looks alright, or almost.

My next main targets before the 1.1 release will be to fix the issues that plague the ROM cache and make Super Metroid hang, and fix more important PPU bugs. Layer priority comes to mind. I need to redo it properly and get rid of that awful BG3 priority hack.
1 comment has been posted.
Nin says:
Posted on 04/05/2015 13:11:25
Cool story.
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